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Steam News16 September 201510y ago

Status Report - 15 Sept 2015

Evening Survivors, This week's Status Report contains good info from Lead Producer Brian Hicks regarding the Central Loot Economy, engine work, and the newly introduced Combat Scrum held over the weekend.

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What changed

1 fix1 addition0 changes0 removals
  • Balance
  • Server
addedEvening Survivors, This week's Status Report contains good info from Lead Producer Brian Hicks regarding the Central Loot Economy, engine work, and the newly introduced Combat Scrum held over the weekend.
fixedDev Update/HicksGreetings Survivors, As the team prepares work on 0.59 experimental release (v1) we'll recap this week any applicable changes to 0.58 stable, and talk a bit about what to expect with 0.59 experimental. Those of you who closely follow dev's personal twitter accounts might already know some of this information, but not everyone does - so we need to recap this. With the hotfix deployed to stable branch servers, it is important that everyone understands how the item cleanup system works - both right now, and how it should be operating with 0.59 stable. - Items have a 30 minute lifetime which can be refreshed by picking up the item, or directly interacting with it. - Base Objects (Tents, Ammo Canisters, Protector Cases, Barrels, Vehicles) have a 45 day lifetime. This will eventually move to 7 days once systems are in place for intuitive lifetime refresh - Backpacks (not including the improvised and crafted types) have a lifetime of 4 hours - Crafted backpacks have a lifetime of 1 hour When the first 0.59 experimental build hits, you'll notice a few things we'll be trying. - 10 Offroad Hatchbacks will spawn - 10 Civilian Sedans will spawn - 5 Transit Buses will spawn - 5 V3S Chassis will spawn - 3 V3S Cargo will spawn These numbers may not carry over to stable, as the intent is to test how both the server handles the amount, and the player-player vehicle position is handled. In addition, we'll be operating most servers at 75 players on 0.59 experimental. If we're able to get server side performance above the red line at 75 players prior 0.59 hitting stable, it will carry over. If not, we'll continue to work towards it with 0.60 experimental. For 0.59, and 0.60 both - we're looking at a good amount of engine work being merged into the main branch. Part of this work includes the beginning of basic QA passes against portions of the new renderer. This is internally only, but requires some DLL changes to be present in the main distribution, so don't get to worked up if you see some DLL's referencing Enfusion, or Direct X 11. Past the programmers merging these engine changes in, they still need to be properly configured within the areas of the title that use them by the design team, tested by QA, bugfixed, regression testing, and so on. So don't expect massive changes all at once (a general good approach to the whole of Early Access, in general) - and please, if you're participating in the Experimental Branch, make sure to file bugs at feedback.dayzgame.com Last Saturday we had the first Combat Scrum w/ PvP Evangelists - and we've compiled the rough notes of what was covered in this below: Attending: Brian Hicks xSmak Respawnonme iwinuloselol DeadlySlob M1NDR Break71 This initial combat scrum ran a whopping two hours, and bounced over a myriad of topics. We're looking into the possibility of moving to releasing these as audio MP3s in the future. For this scrum we'll cover the top four questions and their responses. 1) Player

Evening Survivors, This week's Status Report contains good info from Lead Producer Brian Hicks regarding the Central Loot Economy, engine work, and the newly introduced Combat Scrum held over the weekend.

Contents This Week

  • Development Board Spotlight

  • Dev Update/Hicks

  • Community Spotlight: NWAF is the place to be in .58!

Development Board Spotlight

Dev Update/Hicks

Greetings Survivors, As the team prepares work on 0.59 experimental release (v1) we'll recap this week any applicable changes to 0.58 stable, and talk a bit about what to expect with 0.59 experimental. Those of you who closely follow dev's personal twitter accounts might already know some of this information, but not everyone does - so we need to recap this. With the hotfix deployed to stable branch servers, it is important that everyone understands how the item cleanup system works - both right now, and how it should be operating with 0.59 stable. - Items have a 30 minute lifetime which can be refreshed by picking up the item, or directly interacting with it. - Base Objects (Tents, Ammo Canisters, Protector Cases, Barrels, Vehicles) have a 45 day lifetime. This will eventually move to 7 days once systems are in place for intuitive lifetime refresh - Backpacks (not including the improvised and crafted types) have a lifetime of 4 hours - Crafted backpacks have a lifetime of 1 hour When the first 0.59 experimental build hits, you'll notice a few things we'll be trying. - 10 Offroad Hatchbacks will spawn - 10 Civilian Sedans will spawn - 5 Transit Buses will spawn - 5 V3S Chassis will spawn - 3 V3S Cargo will spawn These numbers may not carry over to stable, as the intent is to test how both the server handles the amount, and the player-player vehicle position is handled. In addition, we'll be operating most servers at 75 players on 0.59 experimental. If we're able to get server side performance above the red line at 75 players prior 0.59 hitting stable, it will carry over. If not, we'll continue to work towards it with 0.60 experimental. For 0.59, and 0.60 both - we're looking at a good amount of engine work being merged into the main branch. Part of this work includes the beginning of basic QA passes against portions of the new renderer. This is internally only, but requires some DLL changes to be present in the main distribution, so don't get to worked up if you see some DLL's referencing Enfusion, or Direct X 11. Past the programmers merging these engine changes in, they still need to be properly configured within the areas of the title that use them by the design team, tested by QA, bugfixed, regression testing, and so on. So don't expect massive changes all at once (a general good approach to the whole of Early Access, in general) - and please, if you're participating in the Experimental Branch, make sure to file bugs at feedback.dayzgame.com Last Saturday we had the first Combat Scrum w/ PvP Evangelists - and we've compiled the rough notes of what was covered in this below: Attending: Brian Hicks xSmak Respawnonme iwinuloselol DeadlySlob M1NDR Break71 This initial combat scrum ran a whopping two hours, and bounced over a myriad of topics. We're looking into the possibility of moving to releasing these as audio MP3s in the future. For this scrum we'll cover the top four questions and their responses. 1) Player

Source

Steam News / 16 September 2015

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